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Messages - Alfonso the Great

Pages: [1] 2
1
Requests For Features / Re: Unused monsters from DooM
« on: January 27, 2007, 15:09 »
How would you make mancubus and revenant different from baron of hell? I think all the monsters should have somewhat distinguishable characteristics, or there's no point.

In doom, mancubus had poor aim but he shot two big plasma thingies around where you are so it was easy to get hit. Maybe in the game, he could shoot blobs to either side of you that can hurt you with splash if they explode.

I know I'd end up cursing like a sailor when (not if) a mancubus started knocking down all the walls and unleashing hordes of arch-viles and arachnotrons on my unprepared self, even IF his fireballs are way off to both sides!

2
Announcements / New DoomRL Webpage!
« on: January 28, 2006, 12:36 »
Very nice. I wish I had that sort of web talent.

3
Requests For Features / Episode 1 ASCII Maps
« on: January 06, 2006, 19:42 »
Sorry it's been taking me so long to get these things done; I'm back at school and 17 credit hours of classes aren't really conducive to a whole lot of free time. I have, however, completed E1M3, which is located here:

http://www.geocities.com/tomss231/E1M3_ASCII.txt

I'll try to find the time to complete the remaining three maps, but I can't give any estimates as to how long it will take.

4
Pre-0.9.9 / Ha! Ha! I did it!
« on: January 01, 2006, 19:38 »
I dunno...just lucky I guess.

5
Requests For Features / Episode 1 ASCII Maps
« on: December 31, 2005, 08:52 »
Thanks, jimmy. Straight conversion of the maps doesn't work at all (it gets a truly horrendous jumble of characters that doesn't resemble the maps in question one bit), but I think this program will come in very handy when drawing up the new ones!

Speaking of new ones, I've finished E1M5 (Phobos Lab) and E1M9 (Military Base). E1M9 turned out pretty well (though it is a little crunched vertically), but E1M5 has some pretty drastic changes. The start area and the area off to the left (with the twin hallways) turned out acceptably, but the 20 tile height limit seriously cramped the right side of the map and the shadowy maze at the top. I had to compress the jumble of hallways and maze by stretching them out to the right. All the pillars and things from the maze are there; they're just a little...skewed. Unfortunately, it was either that or warping the entire level, and I wanted to do at least SOME of it justice ^_^

Anyway, here are the links to the two maps:

http://www.geocities.com/tomss231/E1M5_ASCII.txt

http://www.geocities.com/tomss231/E1M9_ASCII.txt

6
Pre-0.9.9 / Ha! Ha! I did it!
« on: December 31, 2005, 08:35 »
Better safe than sorry! Although they weren't used one bit...

7
Requests For Features / Change 'Plasma Rifle' to 'Plasma Pistol'
« on: December 31, 2005, 02:46 »
Quoting: jimmyj
The balancing issues could be solved by makin hell deeper, therefore adding space for tougher monsters such as the mancubus, and revenent, and those guys that make lost souls :)


Don't forget Arch-Viles. I think they'd quickly become more feared than Arachnotrons, especially if they have their ability to revive dead monsters!

8
Requests For Features / Episode 1 ASCII Maps
« on: December 31, 2005, 02:43 »
Quoting: jimmyj
Say, what program did you use to make this


Wordpad. I typed out a grid of "#"s that would serve as the outer boundaries, went to the Doom Wiki on Wikicities, looked at the maps they provide, and went from there. It's a little time-consuming, but it's the only way I know how to do it with any real ease.

Quoting: Turgor
how to deal with the bigger maps.. i dunno.. i don't like the idea of chopping it in pieces. maybe simplifying the levels?


I'll get on the next batch of stages (probably E1m3 and E1M9) as soon as possible. They're a little more complex than the other two, but not a whole lot larger in area.

9
Pre-0.9.9 / Ha! Ha! I did it!
« on: December 31, 2005, 02:35 »
--------------------------------------------------------------
 DoomRL (v.0.9.8 (WIN-S)) roguelike post-mortem character dump
--------------------------------------------------------------

 Opinicus, level 7 soldier, defeated the Cyberdemon
 on level 20 of the Phobos base.
 He survived 94732 turns and scored 36673 points.

 He killed 409 out of 428 hellspawn. (96%)
 He held his right to remain violent.

 He found the Phobos Arena.
 He stormed the Chained Court.
 He fought on Hell's Arena.
 He invaded Spider's lair.
 He witnessed the City of Skulls.

-- Statistics ------------------------------------------------

  Health 63/80   Experience 29979/7
  ToHit +3  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

    Ironman        (Level 3)
    Tough as nails (Level 3)
    Eagle Eye      (Level 1)

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   red armor [2/4] (27%)
    [ Weapon     ]   BFG 9000 (8d8) [20/100]
    [c] [ Boots      ]   plasteel boots [4/8] (47%)

-- Inventory -------------------------------------------------

    [a] rocket launcher (4d4) [1/1]
    rocket launcher (4d4) [1/1]
    [c] plasma rifle (1d8)x8 [40/40]
    [d] plasma rifle (1d8)x8 [0/40]
    [e] BFG 9000 (8d8) [78/100]
    [f] BFG 9000 (8d8) [20/100]
    [g] rocket (x4)
    [h] rocket (x10)
    rocket (x10)
    [j] power cell (x50)
    [k] power cell (x50)
    [l] large med-pack
    [m] phase device
    [n] large med-pack
   
  • large med-pack
[p] large med-pack
    [q] large med-pack
    [r] large med-pack
    large med-pack

-- Kills -----------------------------------------------------

    57 former humans
    40 former human sergeants
    22 former human captains
    34 imps
    65 demons
    73 lost souls
    28 cacodemons
    5 barons of hell
    1 Cyberdemon
    10 hell knights
    20 arachnotrons
    6 former human commanders

-- History ---------------------------------------------------

 He started his journey on the suface of Phobos.
 On level 2 he battled through a maze of rooms.
 Afterwards he fought on Hell's Arena.
 On level 3 he battled through a maze of rooms.
 On level 4 he found hellish caves.
 On level 5 he battled through a maze of rooms.
 He then stormed the Chained Court.
 On level 6 he found hellish caves.
 On level 7 he found a hellish city.
 On level 8 he battled through a maze of rooms.
 On level 9 he found hellish caves.
 On level 10 he found a hellish city.
 On level 11 he battled through a maze of rooms.
 On level 12 he battled through a maze of rooms.
 On level 13 he battled through a maze of rooms.
 On level 14 he battled through a maze of rooms.
 On level 15 he found hellish caves.
 On level 16 he found hellish caves.
 Then he found the City of Skulls.
 On level 17 he battled through a maze of rooms.
 Then he ventured into the Spider's Lair.
 On level 18 he found hellish caves.
 On level 19 he found hellish caves.
 Then at last he found the Phobos Arena.
 There finally he defeated the Cyberdemon.

-- General ---------------------------------------------------

 Before him 29 brave souls have ventured into Phobos:
 26 of those were killed.
 1 of those was killed by something unknown.
 And 2 couldn't handle the stress and commited a stupid suicide.

--------------------------------------------------------------

With an inventory like that I'd have to be the absolute worst player on earth to be unable to take the Cyberdemon down! It probably helped at least a little bit that there was an invulnerability two tiles away from the stairs heading into the arena ^_^

10
Requests For Features / Change 'Plasma Rifle' to 'Plasma Pistol'
« on: December 30, 2005, 19:04 »
.
Quoting: Aerton
A new pistol would be nice, but it having it outdamage shotguns and rocket launchers is ridiculous. There is simply something wrong in a pistol have higher accuracy, damage and requiring reload only after 6 shots (as opposed to 2).
Yes, it does not have the knock-back effect, but it is faster, it does not explode barrels by accident and it does not destroy good items on the floor. And plasma clips it not that scarace.



This is true. Maybe the solution would then be to up the damage from the double shotgun and rocket launcher? That would bring the entire weapon balance achieved in the game into trouble, though....but adding a new weapon will almost always do that.

11
Pre-0.9.9 / Not YAVP, but not YASD either...
« on: December 30, 2005, 04:19 »
I know. :( I used a phase device to try to get some space between us so I could heal up and get some cheap shots in with the shotgun from a distance, but the phase device jumped me not-far and he got in a particularly strong rocket hit.

12
Requests For Features / Episode 1 ASCII Maps
« on: December 30, 2005, 04:11 »
I don't know how secret rooms, etc. will work, so I stuck them in there; maybe the next version could have a "search" function to find secret doors, a la Nethack? Certainly it's Doomish enough to go pounding the space bar on walls in an attempt to find the passage leading to that soul sphere!

13
Requests For Features / Change 'Plasma Rifle' to 'Plasma Pistol'
« on: December 30, 2005, 03:02 »
Quoting: jimmyj
it could perhaps be found in hells arena or chained court as a prize to help you out along your quest through hell?


I think this is a good idea. It would remove some of the uncertainty about "wasting" points on a skill.

14
Requests For Features / Episode 1 ASCII Maps
« on: December 30, 2005, 02:56 »
So I went ahead and drew renditions of E1M1 (Hangar) and E1M8 (Phobos Anamoly), given the 20x80 constraints. I think they turned out fairly well, but the star for E1M8 was a little tricky, and could probably be improved. Nevertheless, here are the links to the two of them:

E1M1_ASCII.txt

E1M8_ASCII.txt

I've only done these two so far to get feedback from everybody else as to how this should proceed. These are the smallest maps of the episode and both are relatively straightforward. I'd also like input as to how the bigger, more complicated maps (E1M2, E1M4, E1M5, E1M7) should be tackled:  trying to cram them down into 20x80 and probably cutting some sections; or creating separate sub-maps that would link in sequence, with the "exit" of one map being the location of a keycard or something, and continuing on the other side of the corresponding door with the next map until the exit is reached; or something else entirely.

Just for reference, the "<" on the map is the start point, and the ">" is obviously the exit. I haven't added barrels, enemies, or anything of the sort because I don't know if they would be randomly generated like the rest of DoomRL, or if they would be set monsters like the ones in the special levels.

15
Requests For Features / Change 'Plasma Rifle' to 'Plasma Pistol'
« on: December 30, 2005, 02:34 »
The rockets and shells do have the knockback going for them. The Plasma Pistol still outdamages the rocket launcher and double shotgun with maxed SoaG, and it still has the -60% firing time going for it (how many extra shots would that be?). But without any points in SoaG, you get 2-12 damage before considering any other abilities you may have, which even the chaingun can outstrip handily (and with more plentiful ammo that doesn't compete with the BFG, to boot).

It could very well be the case that someone who sinks points into SoaG might never find the Plasma Pistol in the first place, be it through RNG fickleness or a shotgun guy setting off an adjacent barrel because. For me, at least, unless I knew for a FACT that I could get my hands on one of them (or if I was doing a pistol-only challenge), I'd be better off investing my skill points in other skills.

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